glScalef(GLfloat x, GLfloat y, GLfloat z)
Scales objects by the factor x in the X direction, y in the Y direction, and z in the Z direction.
In 2D, pass 1 for z.
A uniform scale - changing the size of an object without distorting it - is done with x = y = z.
As with rotation, scaling is relative to the origin.
If an object is not centered around the origin, it will appear to move
toward or away from the origin.
glBegin(GL_TRIANGLES) glVertex2f(0.5, 0.0) glVertex2f(0.8, 0.0) glVertex2f(0.65, 0.5) glEnd() |
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glScalef(0.25, 0.5, 1.0) glBegin(GL_TRIANGLES) glVertex2f(0.5, 0.0) glVertex2f(0.8, 0.0) glVertex2f(0.65, 0.5) glEnd() |
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